@supaworst
I suspect that you created materials in the ‘BLENDER RENDER’ engine mode, meaning all materials created in that mode do not render with Cycles which the ‘diffuse’ bake mode require. I added a warning in the upcomming version for this particular material should you not have the ‘cycles’ renderer enabled.
The majority of all bake modes are using Cycles as its the more feature complete rendering engine for baking in blender. Only a few exceltions use the blender render engine.

@lynchon
This bug has been fixed and will be in the next release which is pretty much done. There was a hardcoded brush name in the code which seem to be different for some users than what it was for me at home.

New updates

I have been adding a new color ID tool to create colors based on directions of a model
![https://farm5.staticflickr.com/4793/39731814445_c6d2058df2_o.gif](https://farm5.staticflickr.com/4793/39731814445_c6d2058df2_o.gif)
This is a technique that I used with a friend at work a lot e.g. this model uses this shading technique
![https://farm5.staticflickr.com/4605/39917323184_61c47b375f_o.png](https://farm5.staticflickr.com/4605/39917323184_61c47b375f_o.png)

There is now a AO and AO legacy bakde mode. The AO Legacy mode uses the blender render engine which does not support cage objects and the AO bake mode uses cycles.

@renderhjs you are a hero mate!
The new upcoming features seems to be killer, i can’t wait to test them, specially the ID based on direction! i really would like to understand how far can i push it.
Please keep on with this amazing plugin, in my opinion is one of the best addon ever devoloped!

@so3Datel & @jpthrashI am not able to reproduce the issue, got a blend file for me? Perhaps I am missing something. This gif shows a UV project modifier with target object and target UV channel slot and I have no issues editing the underlying UV channel as expected with TexTools Texel tools

@renderhjs you are a hero mate!
The new upcoming features seems to be killer, i can’t wait to test them, specially the ID based on direction! i really would like to understand how far can i push it.
Please keep on with this amazing plugin, in my opinion is one of the best addon ever devoloped!

That’s very nice of you, looking forward to some tests and artwork from you with that.

Attachments

Here is a blend with the UVProject mod, I realized that even though the modifier is used and properly displayed in the viewport, somehow it fails to assign UV space to certain faces causing the issue with the texel density tool. I guess a Blender bug rather than TexTools.

@so3Datel
In your case you had some UV verts stacked on top of others, essentially pinched 2 or 3 verts of a triangle on top of each other. When I calculate the area this caused an error since its just a 2 dimensional line in your case. I extended the area calculation to deal with these areas. This gif demonstrates the issue areaSide note: Blender even grabs other verts with it when I move them because of the extreem dense scale and the default ‘Shared Location’ setting enabled.

@jpthrash
Your example has some very broken base UV’s. Yes the modifier generates the UV’s but the whole cube is stored as a single triangle in the UV layout.
This looks to me like there are a lot of collapsed UV verts and if verts share the same location you can’t calculate or apply a texel scale. I changed TexTools so it returns a texel scale of 0 for the faces that are collapsed and void errors when scaling with those UV faces.
It’s this layout that TexTools will operate in, not the end result of the UV Project modifier unless you apply the modifier. So in your case when I create a proper base UV layout with all edges as seams then picking and applying the texel scale seems not to be an issue

So for both of you at least the errors should be resolved in the next version.

@renderhjs
Am I right and you are developing something like the 3dsmax UVWMap modifier?
I hope yes…it could be simply fantastic… I know I can do it by myself but a “one-button” solution could be really useful.